Brimir Update (v1160)
💀 Death used to just end — the Comeback Loadout
When you fell, nothing came back with you except inherited runes. Now the place you died hands you something to start the next life with, and you spend it yourself on the death screen.
- The deeper you die, the more you get. A shallow death is no longer empty-handed
- Three tracks to split it between — how many expeditions the boons last / Soulstone sale value / rune drop rate
- A deep death also buys a piece of your legacy — keep one more companion rune, or carry your Engraving rank into the next life
- It is not a hoard. You get what that death was worth, it burns down over the next life, and whatever you don't spend is gone
🏠 Coming back alive had no screen at all
Dying threw up a whole screen. Making it home just faded quietly to town — loud when you failed, silent when you succeeded.
- A return summary. Depth reached, haul (Geld and Soulstones), Pilgrim's Trail, companion affinity — all in one place
- Bench dividend — companions who stayed in town take a share of the haul, so the ones you didn't bring don't fall behind
- The affinity line finally shows you that those waiting behind rise with you
⚱️ Inheritance — an early death used to burn every relic
- Relics are preserved from the very start now. Dying on the shallow floors used to save none of them. The deeper you go, the more survive
- Dying with relics but no runes never opened the preservation screen at all — if there is anything to keep, it opens
- The Codex inheritance card now explains relic preservation alongside runes
🖥️ HUD — you can tell what you're actually buffed with
Four buff icons could sit side by side and all four were the same fist. Stealth and invulnerability showed up wearing the strength icon.
- A new buff catalog. Every buff gets its own name, its own icon and a line about what it does — the party panel and resource panel now read from the same source
- Reworked player panel, with resources split into their own panel
- It tells you why a skill won't fire — not enough resource, cooldown, silence, wrong weapon. It flashes above the action bar
- Expanded help overlay
📜 Guild commissions — taking one closed the whole board
- You can hold two commissions at once. While a slot is free, the board stays open
- Progress is visible — how many of how many, and whether it's done and waiting to be turned in
- Promotion needs 1 commission instead of 3. In practice that was three forced round trips of waiting. The real gate on promotion is the floor you've reached anyway
⚗️ The Enchanter — weapon enchants are off the shelf
Weapon enchants added a flat amount that never scaled with the floors. Deep down, after magic resistance and elemental resistance had taken their cut, a few points per hit were all that survived. It was an expensive trap.
- Weapon enchanting is discontinued. Weapons already enchanted spend their remaining charges normally and then fade
- Armor elemental enchants now say plainly what they do — they cut damage of that element, and enchanting several pieces with the same element stacks
🧪 Potions — there was a hole between High and Supreme
- New Superior Potion — available in the shop
- The Supreme Potion was a loss in your bag — its weight is down sharply. A temple-only item capped at five, and per unit of weight it healed worse than a High Potion
- Supreme now restores half your maximum HP, so it doesn't rot as your HP grows. At low levels the old flat amount stays as the floor
🆘 Players were finding Retry only after they'd died
From a player: "I hit level 5 before I found out Retry was under ." Retry isn't a convenience — it is this game's safety valve against permadeath. Not knowing about it just kills you.
- A one-time notice the first time you drop to half HP. It's a short toast, not a modal — freezing the screen mid-fight is the more dangerous option
- The death screen tip now names outright
⚖️ Balance
- Monster roles rebuilt — distinctions that made no difference on screen are gone, and how tough a monster is can now be tuned separately from how much it hurts. Floor-to-floor feel is held steady, with Floor 7 eased by 10% on purpose
- The two grade-3 monsters on Floor 7 are now fixed at one apiece per expedition, and the Lord of the Dead moves from the 74th to the 75th landing
- The sunken abyss (fishing) — hooking monster after monster without ever being dragged down no longer goes on forever. The odds are unchanged; only the tail was cut
🔧 Fixes
- Blood Awakening (Berserker Sigil) never leeched from companion basic attacks — companions who mostly auto-attack, like Lagertha, drained nothing for the whole 10 seconds
- Holding and then attacking could leave your guard permanently off
- After a guard break you have to re-set your guard — no more breaking again instantly while still holding it
- Companion attack buffs did nothing at all — they were applied to the wrong place
- Mages you hadn't deployed could still cast expedition skills in Yggdrasil's Ascent — benched or downed, light, detection and distortion all went off anyway
- Opening a shop preselected the first item but left the list showing nothing selected — shop, shipyard and crafting alike
- Typing a name with a Korean IME on character creation could leave a movement key stuck down — it surfaced on the next screen
- Parry and block success sounds wavered slightly every time — that sound is how you hear a successful read, so it shouldn't move
The pilgrimage to the heart continues.